I was thinking maybe some of the English translation could be done using the cliloc for English but because you have customized so much of the interface the clilocs probably don't contain the proper messages.

Anyway, I did register on your forums as Yukiko so hopefully at some time in the near future I'll PM you for a copy of Essense UCS. I have so much to do right now that I don't think I would be able to give Essense UCS the time it deserves.

I was thinking maybe some of the English translation could be done using the cliloc for English but because you have customized so much of the interface the clilocs probably don't contain the proper messages.

Seems it have place some misunderstanding, interface you have seen is just an example what you can do with client powered by UCS. Client interface that you have seen in videos before was designed and drawn specialy for Quintessence project, which I'm developing. It's not part of UCS, and was shown here as real life example of UCS usage. UCS don't containt any graphics, sounds and so on, it only allows to change many things in client, by tons of configs. All configs contain help and description in comments on english. UCS also allows to replace some hardcoded text and messages and support multilanguage translation, so UCS will get values depending on selected language. Just videos was made from clinet using russian translation. I know wide part of uo community don't know russian language at all, but I have no choice as english tanslation wasn't finished (again, here i speak about Quintessence, not UCS).
Once more UCS isn't plug and play, it will not give you any usable and positive results after deploying client it just allowed you to change many things.

Anyway, I did register on your forums as Yukiko so hopefully at some time in the near future I'll PM you for a copy of Essense UCS. I have so much to do right now that I don't think I would be able to give Essense UCS the time it deserves.

Ok, after updating webserver software appeared some problems with using tags on thise forum. I'll try to fix it, but for now if you see empty posts\pm just remove tags.

Preview of UO: Quintessence Line Of Sight (LoS) implementation and a foliage drawing fix. It is an early preview, so an implementation algorithm in the video presents several bugs. LoS visualization and fixes were implemented using the UCS (Ultima Client Shell) project.

New FoV system. Along the way, all previously known bugs of the LoS system were fixed, and it itself was improved and optimized. A major change was that now LoS and FoV behavior are controlled by the server, which allows use of these systems directly in the game process. The video demonstrates the behavior of various helmets, but it will also be affected by the stats, perks, effects of potions and spells, and so on.

New FoV system. Along the way, all previously known bugs of the LoS system were fixed, and it itself was improved and optimized. A major change was that now LoS and FoV behavior are controlled by the server, which allows use of these systems directly in the game process. The video demonstrates the behavior of various helmets, but it will also be affected by the stats, perks, effects of potions and spells, and so on.

Sure, it's impossible to speak about protection for opensource project. And protocol and client data protection is one of the main task of these project.

Besides, belive me, not you or some one else will do something with them. Only in case if our or some other server where used this project becomes very popular some one can remember about sources to remove protection and add some cheats )

Actually I am not sure if Essence can be implemented with POL. I think it requires some editing of the server source code and from what it appears it's not minor code editing. My observations and information is only what I have seen in the videos and what I can glean from StaticZ's comments in this thread. If not that it would require extensive scripting if scripts can even do what Essence needs to work.

I work on this project first of all for my own shard and I spend much time for adding support for different shards and creating complex protection system which restrict access even from owner of one shard to client of another one. All this was done just for share it with other shards who will be interested. So sure I don't whant share ))

Actually I am not sure if Essence can be implemented with POL. I think it requires some editing of the server source code and from what it appears it's not minor code editing.

Sure some features requires to edit protocol or core code for example for los\fov (thow it can work without server moddification, but in this case this option is useless). But UCS is optional you can turn off most of all features and you can custumize most of them, thow if you are not ready to change server code you will never get all power of all features.

For someone who wants to use it and who knows how to program in C++ it might be something that can be played with. The problem is that we don't know exactly what is required to make Essence work. What needs modified. Anyway I don't have enough time right now to try to attempt to make it work. If anyone wants to try please let us know what you have to do with POL to get it working.

For someone who wants to use it and who knows how to program in C++ it might be something that can be played with.

As my code interact with original one many things are written in Assembler and reading and understanding all this code requires not only knowladge of language, but knowledge of original client code and architecture. For example class inherited from class in original code or simple manuppulation with stack somewhere in client. Besides while developing I take care about code protection not its cleanness. So sources will atrack only persons who decide to remove\break protection.
Thow I have concept of plugins on C#, based on API which allows to interact with client and shell logic. But as prohect in unpopular I dont rush with this. Same reason why I stopped support clients lower 7.0.18.0. Yes They still can be run but all new features not supported.

Nothing at all, thow not all so good and it takes rather much time to prepair client and it's data and config UCS itself. As incorect configs most often simply caused client to crash. Also you have to understand I made it not for users but for shards developers, and its main purporse is giving more abbilities for customizing client. And if you not interesting in them and look on this just on launcher which allow to encrease fps and game window size, then something like Orion is better alternative for you.

It depends how to look on this. By sight of player no, by sight of developer - yes. All I see on video is just level designed, yes its nice, yes artist done good job, but I dont see any logic or concept there at all. Possibly you mean Unity itself, but compair pro engine on which worked tons of people with work made by one person isn't very correct.
Besides it can be strange for you but I and many others love and prefer pixel art and 2d graphics. I don't like much 3d games and graphics.

I wish I had more time to look at Essence but currently I am trying to make the Distro more modern and updated. Perhaps I will be able to work with Essence in the future. The only launcher I use is Razor and I use that because I have several "versions" of the Distro and clients that I keep on my pc and Razor allows switching between them easier

I had some time using Essence UCS and the customisation is amazing. Different of RunUO or ServUO it is easily to implement with POL, since handling packets is easier (in my PoV at least).

The only counter of the program is that it doesn't support UOP files. For me is a big lose of features since Broadsword is doing an amazing job with the last updates. It means you will lose something around 30 new monsters, a lot of new clothes and armor and the Gorgoyle Race too.

For many that use old clients it is not a problem. And for those who run a roleplay shard the customisation can be more attractive.

The only counter of the program is that it doesn't support UOP files. For me is a big lose of features since Broadsword is doing an amazing job with the last updates. It means you will lose something around 30 new monsters, a lot of new clothes and armor and the Gorgoyle Race too.

UCS worked with clients up to 7.0.23.1. All SA and HS clients (7.0.x) supports uop animation where present Gorgoyle Race with all equipment. At this moment all you lose is some special holiday tiles and content from ToL extension. As for me from technical and gameplay side it's one of the worse extensions. But I don't see any problems to add all new content from ToL to any HS client if you wish, thow sure it will take time.

Since the project is not popular, I care less and less about the unwanted support of old clients (ML and SA) and focused on HS clients up to 7.0.23.1...

And if forget about content of mul files and think what was changed in client itself we understand that it have also many unplesant changes, for example there are no more shadows (say thanks to Gorgoyles), tile sorting was breaked and looks awful as in times of 1.x - 2.x clients and much more is not so obvious bad. Sure in normal case we could belive that all will be fixed and improved in future, but in fact OSI not interested in classic client. OSI only support it and hope that it will die as soon as possible and all will play on enchant client. Thats why they not interested in it improvment and developing. Sure there are and some positive improvments, like smooth ship movment. As you can see today's progress in the development of the client is contradictory...

In the meantime, while a new gump system is being tested, Arcomage is born. Contrary to UO's original gump system, current work partly supports real-time gump update, which does not need restart of a gump as original client requires it, and which transpires in a 'flicker effect'. Besides, given system works together with partial screen update, thus lowering CPU load and provides access to the events of clicking right mouse button's wheel. Currently supports clipping, animation, manual rendering, as well as new set of controls, such as control of scroll bars. All this is a priceless contribution to many future systems, which will be added to UO: Quintessence to create an extraordinary roleplaying experience. As for the Acromage itself, it is a well-known side-product of classic Might and Magic series but at the same time is not solely limited to M&M environment. You can play Acromage both with NPC controller, as well as against another player, or even with yourself!

I am curious StaticZ why Essence was open source until 2015 and then it went closed source. I could understand if it was closed to begin with you might want to keep it closed but it started open. Your argument that you are afraid of hacking does not make sense. Linux is open source. Apache is open source. I could list at least 10 major Internet "infrastructure" projects that are open source and those projects are much more important to hackers. Why is it they have not closed their projects?

As I said if it had started closed it makes sense to me why you would want to keep it that way but I do not understand closing an already open project.

Where you got such information and where you found source code? It was never been opened source.

Linux and so on created for personal usage. It's not as a part of some service, so this is bad example. Sure you can found many facts, but just think how to deny players to use cheats like client data patches or macro tools like razor and so on? Yes sure anything can be hacked, but doing such things without sources is much more diffuclt and requires much more time, experience and wish.

I found the original Overview and source code using Google. I am including screen shots of the web pages below. Granted the GitHub repo has not had any commits or modifications since 2017 but apparently it was open source up until 2017-08-16. The last change was made by StaticZ, I assume that would be you.